Week 21, Or ..This totally was not planned. Archetype: Mad Scientist
Traits: Researcher (4) Man with a Plan (1)
Minion Cap: 25
Minions: 12 Scientist, 2 Spies. 2 Thugs, 1 Reg, 1 Guard, 1 Tech
Henchmen: Dr Doom (4)
Cash: $10,520 USD (+$1500/week)
Resources: 62 (+30/week)
Notoriety: 195
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory
Training Room
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
1x Void Shield
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
Weekly Actions: Your hiring this week seems to be the start of a joke. +1 Reg, +1 Guard. +1 Tech, -$900
Doom refuses your cash advance, instead choosing to strike out with just the assistance granted him. He causes a fair amount of mayhem. Subway tunnels obliterated, railroads turned to scrap metal... Busy week for him. Several newspaper headlines are dedicated to his nefarious acts. +20 Notoriety.
Robotics research plods along innocently. Physics research is the real star, easily pushing into new breakthrough territory. Let others cower behind their feeble energy shields. You possess the very next stage in protective technology. Your minions have taken to calling it the Void Shield. Things can still get through it..But not much. -5 R, +1 Void Shield)
Biology research pushes forward slightly further, but its breakthrough is hardly comparable. Still, it will assist you just as much.
**Minion Cap Increased** (My bad, should have been last week. Meh)
Robotics Research: 23.43
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Security Jammer (5R/per, +2 to Approach rolls)
Anti Personell Turrets 10 R/P
Improved Hydraulics
Physics Research : 40.97
Physics Unlocks:
-Giant Laser (10R/Per)
-Laser Rifles (+3 combat rolls, 3R/per)
-Improved Batteries.
-Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
-EMP grenades: (1R/per, required for every minion in a mission[+2 to escape rolls and combat rolls VS mechanical, Consumable])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
-Payload Device, Physics (200 Resources, 10 M/W)
-Void Shield (5R/P) +7 to Combat/Defense rolls.)
Biology research: 20.74
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Passive +2 to all Combat related rolls
Genetic Tampering
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: The Mastermind
Traits: Man With a Plan (3), Eyes and Ears (2) [Can get the gist of PM'd orders.]
Minion Cap: 20
Minions: 8 Guards, 6 Scientists, 2 Technicians, 1 Thugs, 3 Regulars.
Henchmen: Francessca (3)
Cash: $7,820
Resources: 04
Notoriety: 158
Lair: House in Germany
Lair Accoutrements:
Laboratory
-Omega Cluster Computer System.
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
9x Energy Shielding Devices
9x Assisted Aiming Devices
1 Generator, Small, On.
Weekly Actions: Some recruitment occurs to bring your numbers back up to their peak. +1 Sci, +4 Guards, +1 Tech, +3 Regs -$2,700
Guards report a lot of increased traffic in the local area. You don't think they know where you are..Yet.
Your minions bring back a modest haul in cash. +$840, +7 Not
The Omega Cluster is a beautiful new tool, and easily assists you in plowing your Robotics research forwards. A breakthrough falls into your hands almost too easily. Although your scientists claim some credit. The first of what could be many Spider Drones will shortly be scuttling around your base.
Francessca continues her quiet unassuming work within the depths of your base, only leaving for more supplies. And to occasionally leave incomprehensible reports on your desk.
Physics Research: 31.50
Physics Unlocks:
Improved Batteries.
Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Arc Rifle, +7 Combat rolls, 5R/Per
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Research: 7.13
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Spider Drones (5 R/P)
Biology Research: 13.12
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (5) (+14 to minion cap, 30% Cheaper minion recruitment costs, 5% chance on hire of a minion being free.)
Minion Cap: 39
Minions: 2 Regulars, 3 Thugs, 2 Bruiser, 6 Scientists, 1 Technician, 2 Guard, 1 Reporter
Henchmen: 'Teeth'.
Cash: $11,360
Resources: 111
Notoriety: 180
Lair: An elaborate cave system, in the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
2x Giant Laser
3x Spider Drones
5x Laser Rifles
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Lord Thrakor! Calamity struck this week, thus suspending your orders, and alas we were incapable of acting upon them due to the cowardly actions of another Evil Genius!
After being handed their orders, the minions gathered their gear and dispersed, and were ambushed by the forces of the Whistling Zephyr. The faithless coward had brought several giant lasers, and clearly intended to seize things from our sacred compound. Laser fire pierced the air on both sides, but as neither side was defended by any technological advances, the lasers cut through flesh indiscriminately.
Casualties were modest on both sides before your minions were forced to retreat into the compound. Temporary barricades were set up, but the Whistling Zephyr continued to press their advance. The scientists were struck hard and many lives were lost. There were heroes in our ranks, and several times we nearly pushed them back.
The vultures from CARE however, were circling and chose this as an opportune time to strike. My lord we are unaware of where they gained shielding technology, but our lasers were seemingly useless against them. CARE struck indiscriminately against both sides, led by Natalia Shields herself. Our minions were forced out of the compound, gathering every scrap of gear and equipment we've put together. We have lost a fair amount, but are currently hidden in a new base location. Taking stock of our equipment and supplies, we were able to save all of our training supplies and equipment, and some of our gear.
-$4,000, All Extortions broken, +10 Notoriety
-8 Thugs, -8 Laser Rifles, -6 Scientists. - Holding Cells.
**Minion Cap Increased**
Biology Research: 35.99
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Payload Device (Biology) : 200 R, 10 M/W
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Chemistry Research: 15.13
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth type rolls within the mission)
HP(High Powered) Sedative: (2R/per [Must add to all to add to a mission], Adds +3 Combat/Escape rolls)
Concentration Drugs, 1R/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Improved Potency.
Robotics Research: 0.00
Robotics Unlocks:
Spider Drones (5 R/P)
Psychology Research: 12.97
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1) Extortionist (1)
Minion Cap: 20
Minions: 4 Regular, 1 Tech, 9 Scientist, 4 Guards, 2 Thugs,
Henchmen:
(3)
Cash: $6,020 (+$500/W)
Resources: 111 (+20/week)
Notoriety: 130
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
11x Laser Rifles
11x AA Attachments
8x ESD's
6x Spider Drones
Weekly Actions: You hire a few more minions to replace your losses. +2 Thugs, +2 regs, -$1,000
Training goes well this week, with no serious mishaps. Apparently its easy to sit on your ass and drink coffee. +2 Guards, +3 Scis. -5 Regs
Well its not the most well executed of plans. But your minions do pilot your boat alongside the stricken vessel at night, and attempt to laser their way through the hull to reach the creamy resource center.
Apparently you hit the crew quarters and had to engage in a fierce firefight to reach the cargo hold. Fortunately the technological advantage was clearly yours and your minions made short work of most of the crew. Your minions unload crates until they're tired of lugging crates. +80 R, +12 Notoriety
While you're sure you could -probably- move to an uninhabited island, it would take time to locate one, and move your equipment and gear there, set up shelter. So on. There are a few likely candidates though.
You have been sorely disappointed by your minions in the past, as they have shown you very little truly interesting in the Chemistry tree. But not this week. This week they unveil a diabolical new device that they think you will quite enjoy. They demonstrate it by putting on a nice show. One minion wanders into your study and starts moving things around, fiddling with your monitor settings and generally being a nuisance. You only discover this later, reviewing the security footage because you had NO idea what was going on.
Physics Research: 12.74
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 25.01
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Hallucinogenic Compound (1 resource/Minion[Must add to all], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Improved Potency.
Perpetual Innocence Pheromones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5 R/P)
Aerial Survey Drone 5 Resources/Per.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission) Eyes and Ears (2)
Minion Cap: 20
Minions: 6 Regular, 8 Scientist,2 Guard, 2 Thug, 1 Reporter,1 Technician, 1x ARM.
Cash: $6,300
Resources: 27 (+20/Week)
Notoriety: 130
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Ivory Figurines (+3 Loyalty)
Fine Mahogany Desk (+4 Loyalty)
Laboratory (Rein'd)
Training Room
Secure Vault
2x AP Turret
10x Laser Rifles
3x Spider Drones
10x AADs
8x ESD
3x Aerial Survey Drone
1x Tunneler (Crude)
1x Generator, Small (On)
Weekly Actions: A few more recruits. +3 Regs -$300
Some training is done this week. +1 Thug, +50% to 1 Reporter
Your lab is reinforced. Safety first!
Guards report nothing this week.
A large scale bank heist seems to be within the grasp of your minions. You believe this plan will be a huge boost to your cash reserves.
Research plods along. No real work made refining the ARM. But your scientists are hopeful.
Physics researchs a new breakthrough quickly. Your minions deploy a small generator, but are doubtful that it will allow you to support more ARMs. -10 R. +1 small Gen
Physics: 15.80
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 32.32
Robotics Unlocks:
Spider Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Aerial Survey Drones (5R/per)
Tunneler (Crude) (Can Tunnel) 20 R/P
Artificial Minion (1): 20 R/P Cap 2, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Chemistry Research: 6.22
Chemistry Unlocks:
Hallucinogenic Compound (1 resource/Minion[you have to add it to all your minions on the mission to get the boost], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Mad Scientist
Traits: Researcher (5)
Minion Cap: 20
Minions : 9 Scientist, 1 Technician, 2 Guards, 3 Regulars
Cash: $10,150
Resources: 4
Notoriety: 104
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
Weekly Actions: Oh what would a heist be without a giant laser. You wax philosophical about that while your minions are out performing that great labor. They strike quickly..but the giant laser malfunctions,
forcing your minions to use conventional arms to seize the bank. That..doesnt quite go as planned as the guards are unusually well prepared. You lose a regular to the bank guards, before finally subduing them. Alas the alarm is blaring within moments of your arrival. Your minions do a quick cash grab and book it before the cops manage to show up. But they're quite dogged in their pursuit of you. Your minion take hours to lose the cops, and finally arrive back at base with a modest haul. +$6,400, +16 Notoriety
Your minions, led by your unparalleled genius quickly push your robotics knowledge forward. Its not quite enough for a breakthrough, but it was a ridiculously good week, all told.
**Minion Cap Increased**
Chemistry Research: 2.11
Physics Research: 27.21
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Giant Laser (10 R/P)
Forcefield (25 Resources, Large Power Drain) (I)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 29.41
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5R/per)
Improved Hydraulics
Tunneler (Crude) (Can Tunnel) 20 R/P
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3) Extortionist (1)
Minion Cap: 25
Minions : 2 Thug, 6 Scientist, 2 Guard, 6 Regulars, 1 Spy, 1 Reporter
Cash: $12,830 (+$1000/Turn)
Resources: 8
Notoriety: 99
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
5x Giant Laser
18x Laser Rifles
6x ESD
Weekly Actions: One could argue that telling CARE the location of the Disciples of Thought, was a wise move. But it could also be argued that attacking at the same time was also a very poor move.
You hire a few regulars. -$400, +4 Regulars
And a few ESD's are put together, in preparation for your attack. -36 R, +12 ESD's
Your spy comes forward with a plan. A daring plan to seize a rare jewel, treasured and storied, and currently held by an eccentric millionaire.
Reports from your scientists in the field are promising, but they haven't actually located a henchman yet.
Lo for your minions have driven the scheming Lord Thrakor's minions from their compound. Admittedly aided slightly. They struck brutally against the scattered forces of Lord Thrakor leaving his base, lasers savaging their feeble fleshy frames. Prayer clearly does not act as a defense against your lasers, giant or otherwise. They quickly broke and fled back into their compound where they attempted to hold you off with feeble temporary barricades. Your minions lucked out and saw a scientist duck into a building and made that the focus of their attack. Several scientists died, and your minions managed to fight their way into the Laboratory of the Disciples.
It was at this time that the agents of CARE seized their opportunity to annihilate both parties. Your minions tried to turn the giant lasers on them but they deployed several very powerful shields that absorbed the shots. Counter-attacking with laser weapons of their own, they cut down nearly half your invading force, and managed to cause critical explosions in two of your giant lasers. Your forces were driven back, but so were Lord Thrakor's. And rumor tells that CARE has occupied the region and broken his extortions.
-6 Thugs, -1 Reg, -7 Laser Rifles, -7 ESDs, -2 Giant Lasers. +9 Not
One of your minions that limped home proudly displayed some stolen schematics. Spider Drones are now within your ability to build.
They also managed to bring home a little cash. +$1,500
Unfortunately, CARE also struck at you this week, breaking two of your extortions. +9 Not
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Physics : 19.21
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (2)
Notoriety: 95
Minions (cap 22):
12 Scientist, 4 Regulars, 2 Guard, 1 Technician, 1 Thug
Henchmen:
Doppleganger (3)
Cash: $3,500
Resources: 16
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
- Laboratory
-Blast Chamber
-Centrifuge
-Training Room
-Giant Laser
-3x AP Turrets
-14x ESD
-7x Laser Rifles
-6x Arc Rifle
-4x Assisted Aiming Devices
-1x Spider Drone
1x Small Generator (On)
Weekly Actions: Your minions start the week with several leads on the location of the nefarious Black Industries, but havent managed to track them down just yet.
As far as finding inroads into the Aerospace Engineering field..Apparently you just missed a conference on it. Another Evil Genius struck it, so the world might be a little more cautious in the future.
Your minions managed to apprehend a spy doing some undercover work in Germany. You quickly task a regular to learn his secrets. 1 Reg 50% of way to Spy
A large purchase of resources does not go unnoticed by the forces of Justice. +160 R, -$8,000. +6 Not
Before the crates are even stocked away, your scientists and technician descend upon them to construct a Blast Chamber and a Centrifuge within your Lab. Greater power for your research department! -115 R
Although the guards were..Unbelievably lacking in talent, your henchman was unable to perform your given task.
A few more bits of gear are put together. -21 R, +7 ESD, +2 Arc Rifle
Your physics research plods along. Unfortunately your Blast chamber was not created in time to prevent an explosion that lost you this weeks research.
Robotics pushes forward easily reaching a new breakthrough. Your minions unveil the plans for a tunneling device..Which you cannot quite afford.
Research:
Physics : 32.73
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
- Arc Rifle, +7 Combat rolls, 5R/Per)
Robotics: 28.03
Robotics Unlock:
Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Improved Hydraulics
Spider Drones 5R/P
Tunneler (Crude) (Can Tunnel) 20 R/P
Chemistry: 13.24
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (4)
Notoriety: 99
Minion Cap: 15
Minions: 4 Scientists, 5 Thugs, 3 Guards, 2 Regulars. 1 Technician.
Cash: $6,600 (+$500/W)
Resources: 77
Lair: Rural French Chateau
Lair Accoutrements:
Training Room
Laboratory.
Native American Totem Pole (+2 Minion Loyalty)
1x Small Generator (On)
2x Giant Laser
15x ESDs
Weekly Actions: After voicing your displeasure, your guards do a much better job of keeping the riff-raff away. Some of them are belligerent and swear you're keeping them form some sort of historical monument.
The ESD's you request are quickly and easily put together. -45 R, +15 ESDs
After a brief conversation, your minions get to work doing a little light theft. They return with some half-full backpacks. +$700, +7 Not
The training goes well. +2 Thugs, -2 Regs
In a surprise turn of events, your lone thug manages to score an extortion racket all by himself. Hes rather full of himself now.
Your technician turns up nothing with his plotting. A sudoku book might be responsible for this.
A further lack of success.. It is almost as though the worlds experts in Aerospace Engineering are in hiding.
Small progress in Biology research this week. Clearly your luck is not holding.
Physics Research: 20.00
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Biology Research: 3.47
Any errors, Let me know
Everyone should have 5 total trait points -----
Agency: C.A.R.E
Headquarters: Unknown.
Leader: Natalia Shields (5)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None
-----
Action World News. Tonight (Dundun dunDUN DUN! DUN!))
"Tonight, A daring action by Natalia Shields has resulted in what could be the
ENDof one of the forces of Evil that preys upon the world. CARE and Natalia Shields, acting on information obtained by an anonymous source, struck at the lair of the Disciples of Thought. While unable to secure the capture of the notorious Lord Thrakor, CARE was instrumental in breaking their hold over the local area, and driving them into hiding. Forces of the Whistling Zephyr were also engaged in this battle, turning it into an incredibly successful week for the forces of Justice. Utilizing breakthroughs made from recovered data, CARE suffered only a scant few casualties. The same cannot be said for either the Disciples of Thought or the Whistling Zephyr.
Natalia Shields gave a press conference, stating emphatically that the Disciples of Thought were on the run, and that before long they would be brought to Justice. Then CARE would turn its attention to other forces of evil. "If these organizations persist, So will we. And we will be victorious." Powerful words, from a powerful woman.
Seeing the success of CARE, Several provisional agencies are being set up under joint government rule in South America and Europe. These agencies will work to promote the new World Justice Initiative.
And now to Brent Stone, in the field. Brent?"
"Thanks Barb. Dr Doom's continued campaign of terror, under the command of E.V.I.L has led to unprecedented amounts of property damage. Travel in and around Europe has been suspended by this megalomaniacal terrorist's actions against the transportation infrastructure. Few lives were lost as a result of his actions, but local governments estimate the damage in excess of eight million. Repair work has begun but the work of months can be undone in moments by the likes of Dr Doom. We can only hope that the new World Justice Initiative manages to bring these evil fiends to justice."
"Thank you Brent, for that chilling look at the handiwork of E.V.I.L. In lighter news, A vision of Christ in a candy bar? Talk about my sweet lord! The immaculate confection, Coming up next."
*Click*